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Study on the combination of augmented reality technology and children's folk game—an example of the world toy exhibition in Yunlin Re-toy House
Published in Artde Donald Kin-Tak Lam, Stephen D. Prior, Sheng-Joue Young, Siu-Tsen Shen, Liang-Wen Ji, System Innovation in a Post-Pandemic World, 2022
Chia-fang Hsu, Liang-Yin Kuo, Chien-lung Chiu
AR is an enhanced digital version of the real world, which is achieved through the application of digital visual elements, sound, or other sensory stimuli delivered via technology. In recent years, the introduction of AR skills into exhibitions or the game industry has been on the rise. For example, Pokémon Go, the game where users need to “catch” Pokémon hiding in the world around them. Animated creatures are superimposed onto what players can see through their device's camera. In Taiwan, Yi-lan International Children's Folklore & Folkgame Festival, one of the most famous thematic festivals, has integrated AR technology with the toys and exhibitions to a great extent since long. In the context of a museum, the goal of exhibition is to entertain as well as educate the audience, and the integration of AR skills and related interactive technology can help enhance the visitor's knowledge, make learning more fun, and encourage more involvement by bringing forward information, liveliness, and dynamism to the exhibited objects. There are many possibilities with the use of AR in exhibitions. The most straightforward way is to use it to add explanations of items in exhibition. As a result, in this study, taking the example of the World Toy exhibition, the researcher utilized AR skills to build an app consisting of 36 classical children's folk games collected worldwide for enhanced experiences, education, and preservation.
An Evolution of 5G Multimedia Communication
Published in Zoran S. Bojkovic, Dragorad A. Milovanovic, Tulsi Pawan Fowdur, 5G Multimedia Communication, 2020
Dragorad A. Milovanovic, Zoran S. Bojkovic
AR and mixed reality (MR) entail the creation of an enhanced version of reality by superimposing computer-generated content over the user’s view of the real environment, thus augmenting the user’s perception of reality. The superimposed computer-generated content is not limited to images and video but can be expanded across multiple sensory modalities (visual, auditory, haptic) in order to create rich interactive experiences of environment. The addition of artificial components on the real view can either be constructive – adding information to the real environment, or destructive – masking (removing) information from the environment and replacing it with artificial information. The most important advantage of AR is that it does not change the user’s perception of the real environment by just displaying data, but through providing immersive sensory stimuli that is perceived as an actual part of the environment.
Engineering design
Published in Riadh Habash, Green Engineering, 2017
In addition to VR, augmented reality (AR) is an enhanced VR, where users can see and experience the world around them with the addition of computer simulation. It is a technology that layers computer-generated enhancements atop an existing reality in order to make it more meaningful through the ability to interact with it. Current AR uses a device like a smartphone or tablet to capture the surrounding environment via camera and place a digital effect. This effect is only viewable on the device being used to capture the surrounding area (Gonzalez 2016). The key feature of the VR and AR environments is that it combines VR-based interaction with functional behavior simulation. The VR tool allows users to conduct functional evaluation and usability test before engaging in the costly and time-consuming process of building physical prototypes. VR tools have also been applied within the manufacturing domain.
Role of Perceived Ease of Use for Augmented Reality App Designed to Help Children Navigate Smart Libraries
Published in International Journal of Human–Computer Interaction, 2023
Chun-Ching Chen, Chung-Ching Liu, Tzu-Heng Chiu, Yu-Wei Lee, Ko-Chiu Wu
AR technology is derived from virtual reality technology, which emphasizes the replacement of physical space. In contrast, AR combines computer programming and the recognition technology of cameras to display virtual information in physical space, thereby blurring the boundaries between the virtual world and the physical world and enabling users to obtain information corresponding to real time and place (Azuma et al., 2001). AR enables physical and virtual objects to not only co-exist but also interact. Raja and Calvo (2017) explained that as children have not yet reached cognitive-inferential maturity, AR devices that integrate a lot of symbols into the physical environment run the risk of overwhelming the user. Raja and Calvo (2017) proposed developing AR devices for young users that augment reality non-symbolically by blending physical and virtual layers in a manner that requires little information-processing.
An experimental study of consumers’ impulse buying behaviour in augmented reality mobile shopping apps
Published in Behaviour & Information Technology, 2022
Jengchung Victor Chen, Sirapattra Ruangsri, Quang-An Ha, Andree E. Widjaja
AR is helpful to improve the consumers’ experience by creating the feeling that the product is with them as if the product existed in reality or the real environment. This condition can encourage consumers’ perceptions, such as excitement, and also allow them to evaluate the virtual products through mobile shopping apps like they can do with the real physical products, thus leading them to buy impulsively. This study, therefore, can shed light on how online stores grasp the opportunity of using a new immersive technology, such as AR, on their online products offered through mobile shopping apps. Moreover, this study can also inform AR developers so that they can improve the quality of virtual products with regard to the aspect of the high quality of three-dimensional graphics and accurate spatiality of virtual products generated by AR.
Inattentional Blindness in Augmented Reality Head-Up Display-Assisted Driving
Published in International Journal of Human–Computer Interaction, 2022
Yuwei Wang, Yimin Wu, Cheng Chen, Bohan Wu, Shu Ma, Duming Wang, Hongting Li, Zhen Yang
Augmented reality (AR) technology refers to a technology in which virtual information is added to the real environment through engineering and computer technologies. In addition, the real and virtual environments are synchronized in the same spatial relationship in real-time (Moussa et al., 2012). With the increasing maturity of AR technology, AR has been applied increasingly to everyday life, such as games, assembly, navigation, teaching, and medical surgery, offering substantial convenience for work, life, and entertainment. Studies in driving tried to combine AR technology and head-up display to create a novel approach to present information to drivers. Two types of AR HUD design exist according to the driver’s view perspectives, that is, screen-fixed AR HUD and world-fixed AR HUD, which are used for to different purposes. Screen-fixed AR HUD is suitable for presenting driving-related information not directly attached to real-world objects such as vehicle speed, and world-fixed AR HUD is suitable for augmenting real-world road objects and can be applied in wayfinding and hazard warning systems (Gabbard et al., 2014). However, when applying world-fixed AR HUD to enhance road objects, the augmented objects may attract too much attention from drivers causing them to ignore “unpredictable events” (e.g., the sudden appearance of pedestrians). In this case, the system failed to augment unpredictable stimulus in time, thereby, inducing inattentional blindness.